U.S. patent application number 10/930069 was filed with the patent office on 2006-03-02 for method and system for selectively controlling the operation of a power source.
Invention is credited to Stuart S. Kreitzer, Von A. Mock, Joseph Patino, Jorge L. Perdomo, Charles P. Schultz.
Application Number | 20060046804 10/930069 |
Document ID | / |
Family ID | 35944113 |
Filed Date | 2006-03-02 |
United States Patent
Application |
20060046804 |
Kind Code |
A1 |
Schultz; Charles P. ; et
al. |
March 2, 2006 |
Method and system for selectively controlling the operation of a
power source
Abstract
The invention concerns a method (300) and system (100) for
selectively controlling the operation of a power source (126). The
method can include the steps of--in a first gaming unit
(110)--providing (314) a gaming environment, monitoring (316) a
user's performance in the gaming environment and selectively
controlling (318) a power capacity of the power source in response
to the user's performance in the gaming environment. The power
capacity can be a perceived power capacity. The selectively
controlling step can include increasing (320) or decreasing (320)
the perceived power capacity of the power source.
Inventors: |
Schultz; Charles P.; (North
Miami Beach, FL) ; Kreitzer; Stuart S.; (Coral
Springs, FL) ; Mock; Von A.; (Boynton Beach, FL)
; Patino; Joseph; (Pembroke Pines, FL) ; Perdomo;
Jorge L.; (Boca Raton, FL) |
Correspondence
Address: |
Larry G. Brown;Motorola, Inc.
Law Department
8000 West Sunrise Boulevard
Fort Lauderdale
FL
33322
US
|
Family ID: |
35944113 |
Appl. No.: |
10/930069 |
Filed: |
August 31, 2004 |
Current U.S.
Class: |
463/9 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/009 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for selectively controlling the operation of a power
source, comprising the steps of: in a first gaming unit, providing
a gaming environment; monitoring a user's performance in the gaming
environment; and selectively controlling a power capacity of the
power source in response to the user's performance in the gaming
environment.
2. The method according to claim 1, wherein the power capacity is a
perceived power capacity and wherein the selectively controlling
step comprises at least one of increasing and decreasing the
perceived power capacity of the power source.
3. The method according to claim 2, wherein the power source
includes a programmable memory and the method further comprises the
step of recording in the programmable memory a perceived power
capacity that is based on the user's performance in the gaming
environment.
4. The method according to claim 2, wherein the perceived power
capacity produces a cutoff threshold and the method further
comprises the step of disabling the power source when an actual
power capacity of the power source reaches the cutoff
threshold.
5. The method according to claim 1, further comprising the step of
temporarily disabling the power source in response to a
predetermined event in the gaming environment.
6. The method according to claim 1, wherein the first gaming unit
is part of a multi-player gaming environment, and the method
further comprises the step of communicating adjustments in the
power capacity of the power source to a second gaming unit, wherein
the second gaming unit is part of the multi-player gaming
environment.
7. The method according to claim 6, wherein the second gaming unit
has a power source and the method further comprises the steps of:
exchanging power capacity credits between the first gaming unit and
the second gaming unit; and modifying the power capacity of the
power source of the first gaming unit and the second gaming unit in
response to the exchanging step.
8. The method according to claim 1, further comprising the step of
restricting the selectively controlling step to a time when the
first gaming unit is actively operating the gaming environment.
9. The method according to claim 3, wherein the gaming unit is a
wireless communication device, the power source is a rechargeable
battery and the programmable memory is an electrically erasable
programmable read only memory.
10. A method for selectively controlling the operation of an
accessory, comprising the steps of: in a gaming unit, providing a
gaming environment; coupling the accessory to the gaming unit;
monitoring a user's performance in the gaming environment; and
selectively controlling the operational characteristics of the
accessory in response to the user's performance in the gaming
environment.
11. A system for selectively controlling the operation of a power
source, comprising: a user interface section that provides a gaming
environment; a power source, wherein the power source provides
power to the user interface section; and a processing unit, wherein
the power source also provides power to the processing unit and the
processing unit is programmed to: monitor a user's performance in
the gaming environment; and selectively control a power capacity of
the power source in response to the user's performance in the
gaming environment.
12. The system according to claim 11, wherein the power capacity is
a perceived power capacity and wherein the processing unit is
programmed to selectively control the power capacity of the power
source by at least one of increasing and decreasing the perceived
power capacity of the power source.
13. The system according to claim 12, wherein the power source
includes a programmable memory and the processing unit is further
programmed to record in the programmable memory a perceived power
capacity that is based on the user's performance in the gaming
environment.
14. The system according to claim 12, wherein the perceived power
capacity produces a cutoff threshold and the system further
comprises a switch for controlling power output from the power
source, wherein the switch disables the power source when an actual
power capacity of the power source reaches the cutoff
threshold.
15. The system according to claim 11, further comprising a
transceiving section, wherein the user interface, the power source,
the processing unit and the transceiving section are part of a
first gaming unit, wherein the first gaming unit is part of a
multi-player gaming environment and the transceiving section
communicates adjustments in the power capacity of the power source
to a second gaming unit, wherein the second gaming unit is part of
the multi-player gaming environment.
16. The system according to claim 15, wherein the second gaming
unit has a power source and wherein the first gaming unit and the
second gaming unit exchange power capacity credits between one
another and modify the power capacity of the power source of the
first gaming unit and the second gaming unit in response to the
exchange of power capacity credits.
17. The system according to claim 11, wherein the processing unit
is further programmed to selectively control the power capacity of
the power source only when the first gaming unit is actively
operating the gaming environment.
18. The system according to claim 13, wherein the user interface,
the power source and the processing unit are part of a wireless
communication device, the power source is a rechargeable battery
and the programmable memory is an electrically erasable
programmable read only memory.
19. A power source, comprising: at least one cell, wherein the
cells provide power to a gaming unit; a memory, wherein the memory
stores a power capacity of the power source and the power capacity
is set by a processor of the gaming unit based on a user's
performance in a gaming environment of the gaming unit; and a
switch coupled to the cells, wherein the switch selectively
controls the output of the cells based on the setting of the power
capacity in the memory.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] This invention relates in general to gaming and more
particularly, to games that are played on an electronic device
having a portable power source.
[0003] 2. Description of the Related Art
[0004] In recent years, portable electronic devices, such as
cellular telephones, personal digital assistants and gaming
devices, have become commonplace. Adding to their popularity,
cellular telephones now have the ability to receive numerous types
of gaming applications, such as through over-the-air downloads. In
addition, portable gaming devices can receive many different types
of gaming cartridges, which can be used to create a gaming
experience on the portable gaming device.
[0005] In view of the many different types of multimedia games and
the number of devices on which they can be played, there is intense
competition between manufacturers of the cellular telephones, the
gaming devices and the gaming applications themselves to capture
customers. In particular, these entities are constantly looking for
ways to induce consumers to purchase additional products, such as
accessories associated with a particular mobile unit, or other
services.
SUMMARY OF THE INVENTION
[0006] The present invention concerns a method for selectively
controlling the operation of a power source. The method can include
the steps of--in a first gaming unit--providing a gaming
environment, monitoring a user's performance in the gaming
environment and selectively controlling a power capacity of the
power source in response to the user's performance in the gaming
environment. As an example, the power capacity can be a perceived
power capacity. Additionally, the selectively controlling step can
include either increasing or decreasing the perceived power
capacity of the power source.
[0007] In one arrangement, the power source can include a
programmable memory. The method can also include the step of
recording in the programmable memory a perceived power capacity
that is based on the user's performance in the gaming environment.
The perceived power capacity can produce a cutoff threshold. The
method can further include the step of disabling the power source
when an actual power capacity of the power source reaches the
cutoff threshold. The method can also include the step of
temporarily disabling the power source in response to a
predetermined event in the gaming environment.
[0008] In another arrangement, the first gaming unit can be part of
a multi-player gaming environment, and the method can further
include the step of communicating adjustments in the power capacity
of the power source to a second gaming unit. The second gaming unit
can also be part of the multi-player gaming environment. The second
gaming unit can have a power source. The method can further include
the steps of exchanging power capacity credits between the first
gaming unit and the second gaming unit and modifying the power
capacity of the power source of the first gaming unit and the
second gaming unit in response to the exchanging step. The method
can also include the step of restricting the selectively
controlling step to a time when the first gaming unit is actively
operating the gaming environment. Moreover, the gaming unit can be
a wireless communication device. The power source can be a
rechargeable battery, and the programmable memory can be an
electrically erasable programmable read only memory.
[0009] The present invention also concerns a method for selectively
controlling the operation of an accessory. The method can include
the steps of--in a gaming unit--providing a gaming environment,
coupling the accessory to the gaming unit, monitoring a user's
performance in the gaming environment and selectively controlling
the operational characteristics of the accessory in response to the
user's performance in the gaming environment. For purposes of the
invention, the phrase selectively controlling operational
characteristics can include any steps that alter or modify, whether
permanently or temporarily, any functional aspect of an accessory.
As an example, the operation of a speaker or any other user
interface component can be degraded or otherwise negatively
affected. Of course, as another example, such operation can be
positively enhanced, too.
[0010] The present invention also concerns a system for selectively
controlling the operation of a power source. The system can include
a user interface section that can provide a gaming environment and
a power source in which the power source can provide power to the
user interface section. The system can also include a processing
unit, and the power source can provide power to the processing
unit. The processing unit can be programmed to monitor a user's
performance in the gaming environment and to selectively control a
power capacity of the power source in response to the user's
performance in the gaming environment. The system can also include
suitable software and/or circuitry to carry out the processes
described above.
[0011] The present invention also concerns a power source. The
power source can include at least one cell in which the cells can
provide power to a gaming unit and a memory in which the memory can
store a power capacity of the power source. The power capacity can
be set by a processor of the gaming unit based on a user's
performance in a gaming environment of the gaming unit. The power
source can also include a switch coupled to the cells. The switch
can selectively control the output of the cells based on the
setting of the power capacity in the memory.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] The features of the present invention, which are believed to
be novel, are set forth with particularity in the appended claims.
The invention, together with further objects and advantages
thereof, may best be understood by reference to the following
description, taken in conjunction with the accompanying drawings,
in the several figures of which like reference numerals identify
like elements, and in which:
[0013] FIG. 1 illustrates a system for selectively controlling the
operation of a power source or some other component in accordance
with an embodiment of the inventive arrangements;
[0014] FIG. 2 illustrates an example of a block diagram of a gaming
unit in accordance with an embodiment of the inventive
arrangements;
[0015] FIG. 3 illustrates a portion of a method for selectively
controlling the operation of a power source or some other component
in accordance with an embodiment of the inventive arrangements;
and
[0016] FIG. 4 illustrates another portion of the method of FIG. 3
for selectively controlling the operation of a power source or some
other component in accordance with an embodiment of the inventive
arrangements.
DETAILED DESCRIPTION
[0017] While the specification concludes with claims defining the
features of the invention that are regarded as novel, it is
believed that the invention will be better understood from a
consideration of the following description in conjunction with the
drawing figures, in which like reference numerals are carried
forward.
[0018] As required, detailed embodiments of the present invention
are disclosed herein; however, it is to be understood that the
disclosed embodiments are merely exemplary of the invention, which
can be embodied in various forms. Therefore, specific structural
and functional details disclosed herein are not to be interpreted
as limiting, but merely as a basis for the claims and as a
representative basis for teaching one skilled in the art to
variously employ the present invention in virtually any
appropriately detailed structure. Further, the terms and phrases
used herein are not intended to be limiting but rather to provide
an understandable description of the invention.
[0019] The terms a or an, as used herein, are defined as one or
more than one. The term plurality, as used herein, is defined as
two or more than two. The term another, as used herein, is defined
as at least a second or more. The terms including and/or having, as
used herein, are defined as comprising (i.e., open language). The
term coupled, as used herein, is defined as connected, although not
necessarily directly, and not necessarily mechanically. The terms
program, software application, and the like as used herein, are
defined as a sequence of instructions designed for execution on a
computer system. A program, computer program, or software
application may include a subroutine, a function, a procedure, an
object method, an object implementation, an executable application,
an applet, a servlet, a source code, an object code, a shared
library/dynamic load library and/or other sequence of instructions
designed for execution on a computer system.
[0020] This invention presents a method and system for selectively
controlling the operation of a power source or some other
accessory. The method can include the steps of--in a first gaming
unit--providing a gaming environment, monitoring a user's
performance in the gaming environment and selectively controlling a
power capacity of the power source in response to the user's
performance in the gaming environment. Other functional aspects of
any other suitable accessory can be selectively controlled. As an
example, a user's performance in a video game can negatively or
positively affect the operating characteristics of a rechargeable
battery or other accessory that is coupled to the gaming unit.
[0021] Referring to FIG. 1, a system 100 for selectively
controlling a power capacity of a power source is shown. Although
not limited to this particular configuration, the system 100 will
be useful for describing the operation of the invention. In one
arrangement, the system 100 can include a first gaming unit 110 and
a second gaming unit 112. The system 100, however, can include any
suitable number of gaming units. Both the first gaming unit 110 and
the second gaming unit 112 can include suitable software and
circuitry for permitting a user to play gaming applications that
are received by them. Thus, a gaming unit can be any electronic
device that can allow a user to play a gaming application,
including individual components of a gaming system, such as a
hand-held controller.
[0022] A gaming application can be any computer program that, when
loaded and executed, can create a gaming environment on a gaming
unit and that can cause various gaming actions to occur in response
to a user's input. In addition, a gaming environment can be one or
more elements that are capable of being displayed, heard and/or
felt by a human that can create a setting to permit a user to
participate in a gaming activity. The gaming environment may be a
multimedia gaming environment. The term multimedia can refer to one
or more stimulations that can be perceived by a human, including
visual and auditory stimulations and those stimulations capable of
being felt by a human.
[0023] As an example, the first gaming unit 110 and the second
gaming unit 112 can be wireless communication devices, such as
cellular telephones, two-way radios, personal digital assistants
and the like. As such, the system 100 can also include a
communications network 114, which can transmit wireless signals to
and receive wireless signals from the first gaming unit 110 and the
second gaming unit 112. Of course, the first gaming unit 110 and
the second gaming unit 112 can be designed to communicate with one
another without the assistance of a communications network.
Moreover, the first gaming unit 110 and the second gaming unit 112
can be connected to the communications network 114 through a
hard-wired connection, if such an arrangement is desired. In
addition, any suitable number of communications networks 114 can be
used to implement the invention.
[0024] In view of the ability of the first gaming unit 110 and the
second gaming unit 112 to communicate with one another, the gaming
units 110, 112 can be part of a multi-player gaming environment.
For example, users of the first gaming unit 110 and the second
gaming unit 112 can participate in a single gaming session in which
inputs by both users may affect the operation and outcome of the
gaming session. As will be explained below, these inputs may also
affect the operation of a power source or some other accessory
coupled to the first gaming unit 110 or the second gaming unit
112.
[0025] The gaming applications can be loaded into the first gaming
unit 110 and the second gaming unit 112 during assembly, for
example, or can be downloaded from another computing system.
Moreover, the first gaming unit 110 and the second gaming unit 112
can receive gaming cartridges (not shown) that can be programmed
with one or more gaming applications. To facilitate the downloading
of gaming applications, the system 100 can include a database 116
or some other machine readable storage that can be used to store
gaming applications. The database 116 can be coupled to the
communication network 114 through, for example, the Internet.
Gaming applications can be transferred from the database 116 to the
communication network 114 through the Internet. From there, the
gaming application can be downloaded to the first gaming unit 110
and/or the second gaming unit 112.
[0026] Referring to FIG. 2, an example of a block diagram of the
first gaming unit 110 is shown. Many, if not all, of the components
shown in his drawing are applicable to the second gaming unit 112.
The first gaming unit 110 can include a processor 118, a user
interface section 120, a transceiver section 122, a memory 124 and
a power source 126 (see also FIG. 1). The user interface section
120, the transceiver section 122, the memory 124 and the power
source 126 can be coupled to the processor 118. In addition, the
power source 126 can provide power to the components of the first
gaming unit 110.
[0027] In one arrangement, the user interface section 120 can
include a keypad 128, a keypad interface 130, a display 132, a
display driver 134, a speaker 136, an audio driver 138, a
microphone 140 and a vibrator 141. The keypad 128 can accept input
from a user, and the keypad interface 130 can be coupled to the
keypad 128 and the processor 118. In one particular arrangement,
the keypad 128 can include a navigation key 129, which can permit a
user to navigate through menus displayed on the display 132, for
example.
[0028] The display 132 can display to a user any suitable type of
imagery, and the display driver 134 can be coupled to the display
132 and the processor 118. In one embodiment, the display 132 can
be a touch-screen display for accepting user input, if the display
132 has suitable software and circuitry for doing so. The speaker
136 can broadcast audio, and the audio driver 138 can be coupled to
the speaker 136 and the processor 118. Additionally, the microphone
140 can receive audio signals and can transfer them to the
processor 118 for further processing. The vibrator 141, when
signaled by the processor 118, can generate vibrations intended to
be felt by a user of the gaming unit 110.
[0029] In another arrangement, the transceiving section 122 can
include a transmitter 142, a receiver 144, a transmitter/receiver
(TX/RX) switch 146 and an antenna 148. The transmitter 142 and the
receiver 144 can both be coupled to the processor 118 and the TX/RX
switch 146. The TX/RX switch 146 can be coupled to the processor
118, and the antenna 148 can be coupled to the TX/RX switch
146.
[0030] Through the transmitter 142, the receiver 144, the TX/RX
switch 146 and the antenna 148, the gaming unit 110 can transmit
and receive wireless communications signals--such as voice and/or
data signals--in a manner well known to those of skill in the art.
For example, when receiving signals, the processor 118 can control
the TX/RX switch 146, which can permit signals being received by
the antenna 148 to pass to the receiver 144. As is known in the
art, the receiver 144 can convert and demodulate these signals for
further processing. When the gaming unit 110 is transmitting
signals, the processor 118 can set the TX/RX switch 146 to permit
the transmitter 142 to transmit communications signals though the
antenna 148. Of course, the transceiving section 122 can be
configured in any other suitable fashion.
[0031] The memory 124 can be used to store virtually any type of
data, which the processor 118 can retrieve. As an example, the
memory 124 can be used to store gaming applications, which can be,
for example, loaded in the memory 124 when the gaming unit 110 is
manufactured or downloaded from a suitable communication network at
a later date. The memory 124 can be a permanent part of the first
gaming unit 110; the memory 124 may also be a removable memory
unit, such as a gaming cartridge.
[0032] The power source 126, as noted earlier, can provide power to
the gaming unit 110. As an example, the power source 126 can be one
or more rechargeable or disposable batteries. The power source 126
may also be an external power source, such as a charger that
converts AC input power to a DC output current. Those of skill in
the art, however, will appreciate that other suitable components
can serve as the power source 126, including solar cells, manually
operable mechanisms (e.g., a hand crank) and fuel cells. In one
arrangement, the power source 126 can include a processor 150, a
memory 152, a safety circuit 154, a switch 156, a thermistor
R.sub.T, a sense resistor R.sub.S, one or more cells 158 and one or
more contacts 160.
[0033] The processor 150 can receive inputs from the sense resistor
R.sub.S, the memory 152 and the thermistor R.sub.T. The processor
150 and the processor 118 can combine to form a processing unit
162. When discussing the operation of the invention, it is to be
noted that when the processor 118 or the processor 150 is
referenced, such an occurrence may also refer to the processing
unit 162 where appropriate. The term processing unit, however, can
include any suitable number of processors, including just one.
[0034] As those of skill in the art will appreciate, the processor
150 can monitor the flow of current from the power source 126 by
monitoring the inputs from the sense resistor R.sub.S. This current
can be fed to a bus 164, which can distribute power to the
components in the gaming unit 110. The processor 118 can also
monitor the incoming current through an input from the bus 164. As
those of skill in the art will also appreciate, the processor 118
and the processor 150 can monitor the temperature of the power
source 126 through inputs from the thermistor R.sub.T.
[0035] The cells 158 can be the part of the power source 126 that
actually supplies the power to the gaming unit 110. These cells 158
can be coupled to the switch 156, which can control the flow of
current from the cells 158. In one arrangement, the switch 156 can
include an overvoltage field effect transistor (OVFET) 166 and an
undervoltage field effect transistor (UVFET) 168. The safety
circuit 154 can monitor the voltage of the power source 126 and can
turn off the OVFET 166 if the voltage is too high or can turn off
the UVFET 168 if the voltage is too low. In one particular
arrangement, the processor 150 can be coupled to the gate of the
UVFET 168. As a result, the processor 150, based on certain events,
can control the flow of current to the gaming unit 110 by turning
off the UVFET 168. Of course, other configurations can be employed
to permit the processor 150 to control the operation of the power
source 126.
[0036] In addition, the memory 152 can be a programmable memory,
and the processor 118 or the processor 150 can write data to or
read data from the memory 152. For example, the memory 152 can be
an electrically erasable programmable read only memory (EEPROM). Of
course, any other suitable type of memory can be implemented
here.
[0037] As explained earlier, a user of the gaming unit 110 can
play, for example, a video game on the gaming unit 110. In one
arrangement, the processor 118 can monitor the user's performance
in this gaming environment. Depending on the user's performance,
the processor 118, as an example, can adjust one or more settings
in the memory 152 of the power source 126. These adjustments can
alter the operation of the power source 126. For example, the
adjustments can cause the flow of current to the gaming unit 110 to
be stopped for a certain amount of time or reinitiated. Examples of
this process will be presented below.
[0038] It is understood that the invention is not limited to the
gaming unit 110 shown in FIG. 2, as other configurations may be
acceptable. Moreover, although the gaming unit 110 is described
mainly in terms of interaction with a power source, other suitable
components can be used with the gaming unit 110. For example,
different accessories, such as headsets, can be coupled to and used
with the gaming unit 110. Adjustments based on a user's performance
in a gaming environment to alter the operation of these additional
components can also be performed.
[0039] Referring to FIG. 3, a method 300 for selectively
controlling the operation of a power source or some other component
is shown. To describe the method 300, reference may be made to
FIGS. 1 and 2, although the method 300 can be practiced in other
situations using any other suitable devices or systems. Moreover,
the method 300 is not limited to the particular steps that are
shown in FIG. 3 (or FIG. 4) or to the order in which they are
depicted. The inventive method 300 may also include a fewer number
of steps as compared to what is shown in FIG. 3 (and FIG. 4).
[0040] At step 310, the method 300 can begin. At step 312, a power
source (or some other component) can be coupled to a first gaming
unit, and at step 314, a gaming environment can be provided in the
first gaming unit. In addition, at step 316, the user's performance
in the gaming environment can be monitored.
[0041] For example, referring to FIG. 2, the power source 126 can
be coupled to the first gaming unit 110, and the power source 126
can provide power to the first gaming unit 110. Through the user
interface section 120, the gaming unit 110 can provide a gaming
environment in accordance with well-known principles. In
particular, the visual aspect of a game can be displayed on the
display 132, and the audio aspect can be broadcast over the speaker
136. Additionally, the vibrator 141 can generate any vibrational
effects that are associated with the game. A user can use the
keypad 128, for example, to cause certain elements of the gaming
environment to change. For example, a user can cause a game
character to move in a certain direction at a particular speed. The
gaming environment can be based on any suitable game that can be
played on the gaming unit 110. It is understood that providing a
gaming environment in a gaming unit can also include the process of
receiving input from a user using a hand-held controller and
altering a gaming environment based on this input.
[0042] While the user of the gaming unit 110 is engaged in the
gaming environment, the processor 118 can monitor his/her progress
in that environment. For example, the processor 118 can determine
when the user has successfully completed a difficult level in the
gaming environment or if the user has performed poorly in a
particular stage. As a more specific example, the processor 118 can
determine that a gaming character that is assigned to the user,
such as a soldier on a secret mission, has completed his objective
or has suffered extensive damage, like a fatal injury.
[0043] Referring back to the method 300 of FIG. 3, at step 318, a
power capacity of the power source can be selectively controlled in
response to the user's performance in the gaming environment. At
step 320, the power capacity can be a perceived power capacity, and
the power capacity can be selectively controlled by increasing or
decreasing the perceived power capacity of the power source. In
addition, at step 322, the power source can include a programmable
memory, and the selectively controlling step can include recording
in the programmable memory the perceived power capacity that is
based on the user's performance in the gaming environment. The
perceived power capacity can produce a cutoff threshold, and the
power source can be disabled when an actual power capacity of the
power source reaches the cutoff threshold, as shown at step
324.
[0044] Referring to FIG. 2, as an example, the processing unit 162,
i.e., the processor 118 and the processor 150, can selectively
control a power capacity of the power source 126. This control can
be based on the user's performance in the gaming environment of the
gaming unit 110. For example, the power source 126 can be a
rechargeable battery that has a power capacity, such as a milliamp
per hour (mAH) rating. This power capacity can be referred to as an
actual power capacity, and the actual power capacity can decrease
as the charge on the power source 126 decreases. For purposes of
this example, we can assume that the power source 126 can have a
rating of 1,000 mAH when fully charged. It can also be assumed that
the power source 126 is fully charged in the examples described
below. This rating can be part of the data that is stored in the
memory 152 of the power source 126.
[0045] Based on the user's performance in the gaming environment,
the processing unit 162 can control another power capacity of the
power source 126, which can be referred to as a perceived power
capacity. That is, a power capacity that is different from the
actual capacity can be stored in the memory 152, and the processing
unit 162 can adjust this power capacity in view of certain events.
Initially, this perceived power capacity can be equal to the actual
power capacity of the power source. As the user plays the game,
however, the perceived power capacity can be increased or decreased
based on the user's performance in the game. These adjustments can
also be recorded in the memory 152. The user can also be made aware
of the value of the perceived power capacity through any suitable
component of the user interface section 120, like the display 132
or the speaker 136.
[0046] In particular, if a user performs poorly or his gaming
character suffers from an injury, the processor 118 can adjust the
perceived power capacity value stored in the memory 152 by
decreasing it. For example, the perceived power capacity, which can
have an initial value of 1,000 mAH, can be reduced by roughly 200
mAH to 800 mAH if a user's gaming character is injured or if some
other undesirable event in the gaming environment occurs.
[0047] Conversely, if the user performs well or some other
favorable event happens, the processor 118 can adjust the perceived
power capacity by increasing it to a higher value. In this example,
the processor 118 can record in the memory 152 that the perceived
power capacity is now 900 mAH. If the user does well enough to
where the perceived power capacity once again reaches 1,000 mAH (or
the current value of the actual power capacity) and the user has
earned additional power capacity, the processor 118 can record in
the memory 152 that the perceived power capacity has a credit.
[0048] If the perceived power capacity drops below 1,000 mAH (or
the current value for the actual power capacity) again, the
processor 118 can adjust the value for the perceived power capacity
by adding the perceived power capacity credit. These perceived
power capacity credits can be stored for later redemption for
another gaming session or environment. In addition, the
availability of these perceived power capacity credits can be
limited, based on factors such as time or the number of gaming
sessions. The perceived power capacity may or may not begin at 100
percent; it may start at a lower value, even for a new power source
126.
[0049] In one arrangement, the perceived power capacity can have an
upper limit that is equal to the actual power capacity. This upper
limit can track the actual power capacity of the power source 126
as the power source 126 loses its charge. It is also understood
that any information relating to power capacity, whether actual or
perceived, can be recorded in other suitable components, such as a
subscriber identity module (SIM) card. If a user transfers a SIM
card to another gaming unit, the data recorded in the SIM can set
the gaming conditions in the new gaming unit.
[0050] In accordance with an embodiment of the inventive
arrangements, the perceived power capacity can produce a cutoff
threshold. When the actual power capacity of the power source 126
reaches this cutoff threshold, the processing unit 162 can disable
the power source 126. The cutoff threshold can be the difference
between the actual power capacity and the perceived power capacity.
For example, if the perceived power capacity has decreased to 800
mAH, this drop can represent that the perceived power capacity of
the power source 126 is 200 mAH less than the actual power capacity
when the power source 126 is fully charged, i.e., 1,000 mAH. Thus,
this drop in the perceived power capacity can generate a cutoff
threshold of 200 mAH, as opposed to the actual cutoff threshold of
0 mAH.
[0051] The processor 150 can monitor the adjustments in the
perceived power capacity and the flow of current through the sense
resistor R.sub.S inputs. By monitoring the current flow, the
processor 150 can determine the actual power capacity of the power
source 126. When the actual power capacity of the power source 126
reaches the cutoff threshold, the processor 150 can turn off the
UVFET 168, which can disable the power source 126. By disabling the
power source 126, the gaming unit 110 can also be disabled. In this
manner, an additional effect of a game can be created by
controlling the operation of the power source 126.
[0052] When this disabling event occurs, the user may reinitiate
the gaming application by turning on the gaming unit 110. The user
can then reenter the gaming environment and can continue playing
the gaming application. When the power source 126 is disabled, the
processor 150 can, for example, set a bit or flag in the memory 152
to prevent the user from accessing the gaming application for a set
amount of time. During this time, the processor 150 can continue to
keep the UVFET 168 turned off, which can prevent the user from
reinitiating the gaming application, even if he turns on the gaming
unit 110. Once this time period expires, the processor 150 can turn
on the UVFET 168, and the user may play the gaming application.
[0053] Referring to the method 300 of FIG. 4, at step 326 (through
jump circle A), the power source can also be temporarily disabled
in response to a predetermined event in the gaming environment.
Further, the selective control of the power source can be
restricted to a time when the first gaming unit is actively
operating the gaming environment.
[0054] For example, referring once again to FIG. 2, if a gaming
character assigned to a user of the gaming unit 110 experiences
some form of severe injury, the processor 118 can decrease the
perceived power capacity to a value of 0 mAH. This drop can cause
the actual power capacity to match the cutoff threshold. In
response, the processor 150 can turn off the UVFET 168, which can
disable the power source 126.
[0055] In accordance with an embodiment of the inventive
arrangements, this disabling of the power source 126 can be for a
predetermined amount of time. Specifically, the processor 118 can,
for example, set a bit or flag in the memory 152 that indicates
that the disabling of the power source is to be temporary. The
processor 150 can detect this event and can shut off the UVFET 168
for a time of, for example, two minutes. Once the predetermined
amount of time has lapsed, the processor 118 can automatically turn
on the UVFET 168 and the power source 126 can be enabled again. The
user of the gaming unit 110 can then continue the gaming
application. This temporary disablement of the power source 126 can
be based on a predetermined event in the gaming environment, such
as when the user's gaming character commits an infraction or takes
some other egregious action or is inflicted with a certain type of
damage.
[0056] In another arrangement, the selective control of the power
source 126 (or other suitable component) can be limited to the time
when the gaming unit 110 is actively operating the gaming
environment. Thus, if the user disengages from the gaming
environment and begins using other applications, the processing
unit 162 can ignore the perceived power capacity. The gaming unit
110 can enter a conventional operation in which the safety circuit
154 disables the power source 126 by shutting off the UVFET 168
when the actual power capacity reaches the normal shutoff
threshold. Additionally, if a user turns on the gaming unit 110
after the power source 126 has been disabled based on the perceived
power capacity, the processing unit 162 can avoid the process of
keeping the power source 126 disabled if the user enters another
application. As a result, a user of the gaming unit 110 may still
be able to make phone calls or access information stored in the
gaming unit 110.
[0057] Referring back to the method 300 of FIG. 4, at step 330, the
first gaming unit can be part of a multi-player gaming environment.
Adjustments in the power capacity of the power source can be
communicated to a second gaming unit in which the second gaming
unit can be part of the multi-player gaming environment. At step
332, the second gaming unit can have a power source, and power
capacity credits can be exchanged between the first gaming unit and
the second gaming unit. The power capacity of the power source of
the first gaming unit and the second gaming unit can be modified in
response to the exchanging of power capacity credits, as shown at
step 334. The method 300 can end at step 336.
[0058] Referring back to FIGS. 1 and 2, as previously described,
the first gaming unit 110 and the second gaming unit 112 can be
part of a multi-player gaming environment. Thus, a gaming
environment can also be provided at the second gaming unit 112, if
so desired. As is known in the art, user inputs received at the
first gaming unit 110 can affect the gaming environment of the
second gaming unit 112, and vice-versa, if these gaming units 110,
112 are in a multi-player gaming environment. Such a scenario is
common where two opponents are pitted against one another in a
multi-player gaming environment. Other users may also participate
in this setting.
[0059] As is known in the art, one or more participants in
multi-player settings may be able to access information about one
or more of the other players. In one arrangement, the first gaming
unit 110, through its transceiving section 122, can transmit
information about the user of the gaming unit 110 and the
attributes of the gaming unit 110 to the second gaming unit 112
through the communication network 114. This information can include
a user name and that user's particular specialties relating to the
gaming environment, for instance. Access to this information may be
restricted based on certain attributes.
[0060] As another example, the first gaming unit 110 can also
transmit to the second gaming unit 112 or any other unit the
perceived power capacity of the power source 126. Other gaming
units, including the second gaming unit 112, can transmit their
perceived power capacities to the first gaming unit 110 or any
other gaming unit. The players can be made aware of these perceived
power capacities through any suitable user interface, like the
display 132. As such, a player can take action to try and disable
another player's power source, if so desired.
[0061] Because they may be aware of each other's perceived power
capacities, the players in a multi-player gaming environment can
exchange power capacity credits. For example, the second gaming
unit 112 can have a power source 126, and this power source 126 may
also have a perceived power capacity. The user of the second gaming
unit 112 may notice that the power source 126 of the first gaming
unit 110 has a low value for its perceived power capacity. The user
of the second gaming unit 112, however, may wish to keep the user
of the first gaming unit 110 involved in the multi-player gaming
environment.
[0062] The user of the second gaming unit 112 can transfer a power
capacity credit over the communications network 114, for example,
which can be received at the transceiving section 122 of the first
gaming unit 110. The processor 118 can transfer this received
credit to the memory 152 of the power source 126, which can
increase the value of the perceived power capacity for the first
gaming unit 110. In addition, a processing unit (not shown) in the
second gaming unit 112 can decrease (or even increase) the
perceived power capacity of the power source 126 of the second
gaming unit 112 by an equivalent amount or some other suitable
percentage. An exchange system can be employed in this process. For
example, a user receiving a power capacity credit may have a
portion of that credit deducted to account for his performance that
required such as transfer.
[0063] This process can occur between any suitable number of gaming
units in which perceived power capacities for gaming units that
take part in the exchange of power capacity credits are modified.
In addition, power capacity credits can be exchanged over any other
suitable communication network, including the Internet. Players may
even purchase additional power capacity credits, such as from a Web
site.
[0064] Even though the invention has been described primarily in
terms of a power source, it is not limited in this regard. That is,
events in the gaming environment can affect other suitable
components, including accessories like headsets or an attachable
keypad. As an example, when a user of a gaming unit performs
poorly, the gaming unit can degrade the performance of one or more
accessories coupled to the gaming unit. For instance, the gaming
unit can inject white noise into the audio channel(s) for a headset
or cause snow to be displayed on a display. If the user continues
to do poorly, these accessories (or other components) can be shut
off. Conversely, if the user performs well or improves, the
operation of the accessories or other components can be improved
(or it may not be negatively affected at all).
[0065] The present invention can be realized in hardware, software
or a combination of hardware and software. Any kind of computer
system or other apparatus adapted for carrying out the methods
described herein are suitable. A typical combination of hardware
and software can be a mobile communication device with a computer
program that, when being loaded and executed, can control the
mobile communication device such that it carries out the methods
described herein. The present invention can also be embedded in a
computer program product, which comprises all the features enabling
the implementation of the methods described herein and which when
loaded in a computer system, is able to carry out these
methods.
[0066] While the preferred embodiments of the invention have been
illustrated and described, it will be clear that the invention is
not so limited. Numerous modifications, changes, variations,
substitutions and equivalents will occur to those skilled in the
art without departing from the spirit and scope of the present
invention as defined by the appended claims.
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